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Adventures don't Sell? Do you agree? Redman Article
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<blockquote data-quote="Wombat" data-source="post: 1117056" data-attributes="member: 8447"><p>Hmm. Well let's see where I stand.</p><p></p><p>I am a GM. Have been pretty much my whole time.</p><p></p><p>I don't buy adventures.</p><p></p><p>Why?</p><p></p><p>First because they tend to be campaign-specific. It takes a lot fo rework a pre-published adventure so that it fits the particulars of my own campaign. I do not like <em>Greyhawk</em>, <em>Forgotten Realms</em>, <em>Scarred Lands</em> or any of the other "House" settings that I have run across. Oh, I might steal an idea or two, but they are not my worlds, so not my interest; the adventures are set in these places and are hard then to jury-rig into my worlds because there are far too many suppositions as to availability of magic, types of monsters running around, acceptable levels of treasure, background information, and the like.</p><p></p><p>Equally important, however, is that very few of them match the style of play that my players and I work with. We hate "logic puzzles" that feel like they fit in the 20th century rather than in a fantasy setting. We dislike "impossible traps" (thinks like <em>Grimtooth</em> that do not fit the physics and mechanics of the time). We tend to be character-driven and story-driven, rather than treasure-driven or killing-driven in our games. </p><p></p><p>Generic encounters, as some people have suggested, might be of more use, but even then they would have to be re-tailored to fit the specifics of my own campaign(s).</p><p></p><p>In the end it is not really economical to buy an adventure. I would rather purchase a splat book or other bit of crunch to pull out the small bits that are useful than an adventure where, at most, I might take away a village or a single NPC.</p><p></p><p>Just personal takes, YMMV, usw.</p></blockquote><p></p>
[QUOTE="Wombat, post: 1117056, member: 8447"] Hmm. Well let's see where I stand. I am a GM. Have been pretty much my whole time. I don't buy adventures. Why? First because they tend to be campaign-specific. It takes a lot fo rework a pre-published adventure so that it fits the particulars of my own campaign. I do not like [I]Greyhawk[/I], [I]Forgotten Realms[/I], [I]Scarred Lands[/I] or any of the other "House" settings that I have run across. Oh, I might steal an idea or two, but they are not my worlds, so not my interest; the adventures are set in these places and are hard then to jury-rig into my worlds because there are far too many suppositions as to availability of magic, types of monsters running around, acceptable levels of treasure, background information, and the like. Equally important, however, is that very few of them match the style of play that my players and I work with. We hate "logic puzzles" that feel like they fit in the 20th century rather than in a fantasy setting. We dislike "impossible traps" (thinks like [I]Grimtooth[/I] that do not fit the physics and mechanics of the time). We tend to be character-driven and story-driven, rather than treasure-driven or killing-driven in our games. Generic encounters, as some people have suggested, might be of more use, but even then they would have to be re-tailored to fit the specifics of my own campaign(s). In the end it is not really economical to buy an adventure. I would rather purchase a splat book or other bit of crunch to pull out the small bits that are useful than an adventure where, at most, I might take away a village or a single NPC. Just personal takes, YMMV, usw. [/QUOTE]
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